Thondor
I run Compose Dream Games RPG Marketplace
Forked from: One Million Orcs or here
I decided to create similar tables to the below to randomly generate names for more sophisticated/pretentious races/groups. My tables are posted below the Reynards insperational ones.
Let me know any suggestion modifications.
All tables use the roll of a d20 to generate the information. Roll on Table 1 and 2 to generate a name for a group or just pick a combination. In rare cases the name may be reversable.
table 1
Pre-name
1 Silent
2 Flaming/Flames
3 Lightning/Lights
4 Dawn's
5 Night's
6 Dusk's
7 Singing/Screaming
8 Pale
9 Twilight
10 Iron
11 Violent/Vicious
12 Valient/ Tenacious
13 Soul's/Spirit's
14 Zealous/Subtle
15 Roaring/Howling
16 Frenzied
17 Heaven's
18 Steadfast
19 Thunders/Thundering
20 Brilliant/ Nature's
Table 2
Name
1 Blades
2 Champions
3 Myrmidons
4 Defenders/ Guardians
5 Shadows
6 Rebels
7 Scoundrels
8 Troopers/Warriors
9 Heroes
10 Spellbinders
11 Protectors/ Shield(s)
12 Cavaliers
13 Hammers/Axes/Arrows etc
14 Gambit
15 Vengeance
16 Coterie
17 Cabal
18 Vandals
19 Alliance/Guild/Guide
20 Brotherhood
Roll on the below chart if the above doesn't immediately conjure up a motif/colour for the group. I usually roll twice. In some cases the Colour chart could be used as a Pre-name. Eg the Crimson Arrows.
Table 3
Colours
1 Ivory
2 Ebony
3 Golden
4 Silver
5 Green/hazel
6 Yellow/tawny
7 Red/crimson/scarlet
8 Purple/violet/royal
9 White/pure
10 Brown/auburn/tan/umber
11 gray/ashen/drab
12 blue/royal
13 Orange?
14 emerald
15 bronze
16 amber
17 azure
18 ruby
19 sapphire
20 cobalt
Base of operations and Occupation should be rolled together. As always the Name may suggest particular ones from these lists.
Table 4
Base of Operations
1 Ruined/incomplete fort/keep
2 keep/Castle/Tower
3 Mobile
4 Sacrophagous/necropolis tunnels
5 Sewers
6 Undercity'
7 ruined/abandoned city/town/village
8 Guild House
9 Inn
10 Tent city
11 Forest
12 Caves
13 Hills/Mountains/Volcano
14 Underwater cave
15 Ship(can roll 1d3 if desired)
16 Giant Tree/Treetops
1 7- 20 roll twice or more
Table 5
Occupation
1 Bandits
2 Raiders
3 Pirates
4 warrior-sailors
5 Elite guards
6 Elite warband
7 Mercenaries
8 Cult
9 Rebels
10 Thieves/Cutthroats/assasins
11 Religious order
12 wizards/sorcere's circle
13 Spys/informants
14 sabators/sappers
15 Slavers
16 Adventuring party
17 - 20 roll twice or more
Table 6
Race of the band
1 Human
2 Half-elven
3 Half-orc
4 Halfling
5 Gnome
6 Elven
7 Dwarven
8 Hobgoblin
9 Kobold
10 Sylvan
11 Sahuagin
12 Kuo-toa
13 lycanthropes
14 Giant
15 Int undead
16 - 20 Roll twice or more
Table 7
Leader
1 Lord
2 Chieftain
3 Warrior
4 Bard/rogue
5 Spellcaster
6 Priest
7 Monster
8 Demon/Devil
9 Merchant/House
10 King
11 Ranger/Barbarian
12 Diff race reroll race table
13 Int Undead
14 Lycanthrope
15 Doppleganger
16-20 Multiple one is figurehead
Table 8
Pets
1 Horses/Pony/Mule
2 wardogs
3 riding dogs
4 hunting dogs
5 hyenas
6 Stirges
7 Griffins/Hippogriff/Giant Eagles
8 Pegasus
9 Slaves
10 Snakes
11 Dragonne
12 Golem
13 Shield Guardian
14 Undead
15 Unicorn
16 Dragon/ hydra
17 Dire Animals
18 shadow mastiff/yeth hound
19 Hell hound/winter wolf/howler
20 Elephant/camel
Feel free to give me your suggestions or modify/ make your own tables based on these.
I decided to create similar tables to the below to randomly generate names for more sophisticated/pretentious races/groups. My tables are posted below the Reynards insperational ones.
Let me know any suggestion modifications.
Reynard said:REVISED
Some folks at Dragonsfoot pointed out that the tables, particularly the leader tables, were kind of 3E-centric. Since with all of these tables I am going for an edition-free feel, I made some revisions.
(Also note that I replaced the "Dire boards" with "Dire boars" because no one, not even D&D PCs, wants to fight 4chan.)
************
One Million Orc Tribes
If there's anything more numerous than nameless +1 swords in D&D, it's names, characterless orcs. it's time to inject some flavor into those most staid of mooks.
Note: Orc tribes consist of 10d10 orcs, mostly young males who have been ejected from their former tribes by elder males wishing to reduce competition. There are (1d6-1) x 10% again non-combatant female and young and/or non-orc slaves. Orc tribes exist in all terrain types and climates, so there are no tables for those things. Wherever "orcs" are rolled as an encounter, use this set of tables.
A. Name I (roll 1d10)
1: Skull/Bone
2: Axe/Sword
3: Tusk/Jaw
4: Brain/Eye
5: Flesh/Blood
6: Stone/Steel
7: Tree
8: Elf
9: Dwarf
10: Man
B. Name II (roll 1d10)
1: Breaker
2: Crusher
3: Cleaver
4: Eater
5: Smasher
6: Gnawer
7: Biter
8: Destroyer
9: !@&$!er
10: ___ of Gruumsh (if results 7-10 came up on Table A, re-roll with a 1d6).
C. Where do they live? (roll 1d6)
1: Caves/Caverns
2: Ruined Keep/Castle
3: Orc Village
4: Non-Orc Village (roll 1d6: 1-2=goblinoids, 3-4=ogres/trolls, 5-6=giants)
5: Mobile Camp
6: Within human/demi-human town or city (roll 1d6: 1-3=secretly; 4-6=openly)
D. What do they do? (roll 1d20)
1-5: Raiders/Bandits
6-10: Warband (roll 1d6: 1-2=against other orcs, 3-4=against other humanoids, 4-6=against humans/demi-humans)
11-14: Mercenaries (roll 1d6: 1-3=currently employed, 4-6=currently unemployed)
14-17: Warrior Slaves (roll 1d6: 1=evil wizard, 2=evil dragon, 3=evil warlord/bandit lord, 4=evil priest, 5=evil giants, 6=drow)
18-19: Cult of Gruumsh (roll 1d6: 1-3=kill elves on sight, 4-6=capture elves and sacrifie to Gruumsh)
20: Peacable (roll 1d6: 1-5=just want to be left alone; 6=actively seeking acceptance)
E: Tribal Leader (roll 1d10)
1-2: Crafty Elder*
3-4: Battle Scarred Veteran*
5-6: Young and Powerful Warrior/Hunter*
7: Priest of Gruumsh**
8: Witch Doctor**
9: Orc-ess Witch***
10: Non Orc Leader (roll 1d6 per D4 or use results if already rolled)
*Roll 1d10: 1-6=orc, 6-7=half orc, 8=orog, 9=ogre, 10=giant.
** Roll 1d6: 1-3=accepted leader, 4-6="power behind the throne" - roll again with 1d6 to determine "figurehead".
*** Orc-ess witch is always a "power behind the throne"; roll 1d6 for "figurehead".
F: Pets -- orcs love to dominate other creatures. (roll 1d10)
1: Slaves (roll 1d6: 1=elves, 2-3=halflings, 4-5=gnomes, 6=dwarves, 7-8=humans, 9-10=goblinoids)
2: Wolves (1/3 combatant tribe members)
3: Dire Wolves (1/4 combatant tribe members)
4: Boars (1/3 combatant tribe members)
5: Dire Boars (1/5 combatant tribe members)
6: Ogres (1d4+1/5 combatant tribe members)
7: Trolls (1d3+1/6 combatant tribe members)
8: Giants (1d2+1/10 combatant tribe members)
9: Dragon (roll 1d3 for age cetegory; color appropriate to terrain type, roll 1d6: 1-3=metallic, 4-6=chromatic)
10: Other (roll on appropriate terrain/climate encounter table)
NOTE: All pets and slaves are extremly poorly treated. If given the opportunity while the orcs fight the PCs they will (roll 1d6: 1-2: aid the PCs, 3-5= flee, 6= side with the orcs).
All tables use the roll of a d20 to generate the information. Roll on Table 1 and 2 to generate a name for a group or just pick a combination. In rare cases the name may be reversable.
table 1
Pre-name
1 Silent
2 Flaming/Flames
3 Lightning/Lights
4 Dawn's
5 Night's
6 Dusk's
7 Singing/Screaming
8 Pale
9 Twilight
10 Iron
11 Violent/Vicious
12 Valient/ Tenacious
13 Soul's/Spirit's
14 Zealous/Subtle
15 Roaring/Howling
16 Frenzied
17 Heaven's
18 Steadfast
19 Thunders/Thundering
20 Brilliant/ Nature's
Table 2
Name
1 Blades
2 Champions
3 Myrmidons
4 Defenders/ Guardians
5 Shadows
6 Rebels
7 Scoundrels
8 Troopers/Warriors
9 Heroes
10 Spellbinders
11 Protectors/ Shield(s)
12 Cavaliers
13 Hammers/Axes/Arrows etc
14 Gambit
15 Vengeance
16 Coterie
17 Cabal
18 Vandals
19 Alliance/Guild/Guide
20 Brotherhood
Roll on the below chart if the above doesn't immediately conjure up a motif/colour for the group. I usually roll twice. In some cases the Colour chart could be used as a Pre-name. Eg the Crimson Arrows.
Table 3
Colours
1 Ivory
2 Ebony
3 Golden
4 Silver
5 Green/hazel
6 Yellow/tawny
7 Red/crimson/scarlet
8 Purple/violet/royal
9 White/pure
10 Brown/auburn/tan/umber
11 gray/ashen/drab
12 blue/royal
13 Orange?
14 emerald
15 bronze
16 amber
17 azure
18 ruby
19 sapphire
20 cobalt
Base of operations and Occupation should be rolled together. As always the Name may suggest particular ones from these lists.
Table 4
Base of Operations
1 Ruined/incomplete fort/keep
2 keep/Castle/Tower
3 Mobile
4 Sacrophagous/necropolis tunnels
5 Sewers
6 Undercity'
7 ruined/abandoned city/town/village
8 Guild House
9 Inn
10 Tent city
11 Forest
12 Caves
13 Hills/Mountains/Volcano
14 Underwater cave
15 Ship(can roll 1d3 if desired)
16 Giant Tree/Treetops
1 7- 20 roll twice or more
Table 5
Occupation
1 Bandits
2 Raiders
3 Pirates
4 warrior-sailors
5 Elite guards
6 Elite warband
7 Mercenaries
8 Cult
9 Rebels
10 Thieves/Cutthroats/assasins
11 Religious order
12 wizards/sorcere's circle
13 Spys/informants
14 sabators/sappers
15 Slavers
16 Adventuring party
17 - 20 roll twice or more
Table 6
Race of the band
1 Human
2 Half-elven
3 Half-orc
4 Halfling
5 Gnome
6 Elven
7 Dwarven
8 Hobgoblin
9 Kobold
10 Sylvan
11 Sahuagin
12 Kuo-toa
13 lycanthropes
14 Giant
15 Int undead
16 - 20 Roll twice or more
Table 7
Leader
1 Lord
2 Chieftain
3 Warrior
4 Bard/rogue
5 Spellcaster
6 Priest
7 Monster
8 Demon/Devil
9 Merchant/House
10 King
11 Ranger/Barbarian
12 Diff race reroll race table
13 Int Undead
14 Lycanthrope
15 Doppleganger
16-20 Multiple one is figurehead
Table 8
Pets
1 Horses/Pony/Mule
2 wardogs
3 riding dogs
4 hunting dogs
5 hyenas
6 Stirges
7 Griffins/Hippogriff/Giant Eagles
8 Pegasus
9 Slaves
10 Snakes
11 Dragonne
12 Golem
13 Shield Guardian
14 Undead
15 Unicorn
16 Dragon/ hydra
17 Dire Animals
18 shadow mastiff/yeth hound
19 Hell hound/winter wolf/howler
20 Elephant/camel
Feel free to give me your suggestions or modify/ make your own tables based on these.
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